%COPYRIGHT_LINE% #pragma once #include "CoreMinimal.h" %BASE_CLASS_INCLUDE_DIRECTIVE% #include "AbilitySystemComponent.h" #include "%UNPREFIXED_CLASS_NAME%.generated.h" UCLASS(%UCLASS_SPECIFIER_LIST%) class %CLASS_MODULE_API_MACRO%%PREFIXED_CLASS_NAME% : public %PREFIXED_BASE_CLASS_NAME% { GENERATED_BODY() public: // Sets default values for this AttributeSet attributes %PREFIXED_CLASS_NAME%(); // AttributeSet Overrides virtual void PreAttributeChange(const FGameplayAttribute& Attribute, float& NewValue) override; virtual void PostGameplayEffectExecute(const FGameplayEffectModCallbackData& Data) override; virtual void GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const override; // %ATTRIBUTES_DECLARATION% protected: // %ATTRIBUTES_ONREP_DECLARATION% %CLASS_FUNCTION_DECLARATIONS% %CLASS_PROPERTIES% };